X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=model_shared.h;h=5c38de4d3f0c789fbdd03f5dcd71f76bf58367d3;hb=86092f3c83153e7b6cca1a00f41887416978f1f0;hp=1253607599778567a9282b69a7dc4d44a3a70e15;hpb=8f47ee7b6e3c66303e5199b42d79dc6d534987cb;p=xonotic%2Fdarkplaces.git diff --git a/model_shared.h b/model_shared.h index 12536075..5c38de4d 100644 --- a/model_shared.h +++ b/model_shared.h @@ -101,30 +101,6 @@ typedef struct blendweights_s } blendweights_t; -typedef struct r_vertexgeneric_s -{ - // 36 bytes - float vertex3f[3]; - float color4f[4]; - float texcoord2f[2]; -} -r_vertexgeneric_t; - -typedef struct r_vertexmesh_s -{ - // 88 bytes - float vertex3f[3]; - float color4f[4]; - float texcoordtexture2f[2]; - float texcoordlightmap2f[2]; - float svector3f[3]; - float tvector3f[3]; - float normal3f[3]; - unsigned char skeletalindex4ub[4]; - unsigned char skeletalweight4ub[4]; -} -r_vertexmesh_t; - typedef struct r_meshbuffer_s { int bufferobject; // OpenGL @@ -145,11 +121,7 @@ typedef struct surfmesh_s // triangle data in system memory int num_triangles; // number of triangles in the mesh int *data_element3i; // int[tris*3] triangles of the mesh, 3 indices into vertex arrays for each - r_meshbuffer_t *data_element3i_indexbuffer; - int data_element3i_bufferoffset; - unsigned short *data_element3s; // unsigned short[tris*3] triangles of the mesh in unsigned short format (NULL if num_vertices > 65536) - r_meshbuffer_t *data_element3s_indexbuffer; - int data_element3s_bufferoffset; + // vertex data in system memory int num_vertices; // number of vertices in the mesh float *data_vertex3f; // float[verts*3] vertex locations @@ -162,19 +134,31 @@ typedef struct surfmesh_s unsigned char *data_skeletalindex4ub; unsigned char *data_skeletalweight4ub; int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting - r_vertexmesh_t *data_vertexmesh; // interleaved arrays for D3D - // vertex buffer object (stores geometry in video memory) - r_meshbuffer_t *vbo_vertexbuffer; - int vbooffset_vertex3f; - int vbooffset_svector3f; - int vbooffset_tvector3f; - int vbooffset_normal3f; - int vbooffset_texcoordtexture2f; - int vbooffset_texcoordlightmap2f; - int vbooffset_lightmapcolor4f; - int vbooffset_skeletalindex4ub; - int vbooffset_skeletalweight4ub; - int vbooffset_vertexmesh; + // index buffer - only one of these will be non-NULL + r_meshbuffer_t *data_element3i_indexbuffer; + int data_element3i_bufferoffset; + unsigned short *data_element3s; // unsigned short[tris*3] triangles of the mesh in unsigned short format (NULL if num_vertices > 65536) + r_meshbuffer_t *data_element3s_indexbuffer; + int data_element3s_bufferoffset; + // vertex buffers + r_meshbuffer_t *data_vertex3f_vertexbuffer; + int data_vertex3f_bufferoffset; + r_meshbuffer_t *data_svector3f_vertexbuffer; + int data_svector3f_bufferoffset; + r_meshbuffer_t *data_tvector3f_vertexbuffer; + int data_tvector3f_bufferoffset; + r_meshbuffer_t *data_normal3f_vertexbuffer; + int data_normal3f_bufferoffset; + r_meshbuffer_t *data_texcoordtexture2f_vertexbuffer; + int data_texcoordtexture2f_bufferoffset; + r_meshbuffer_t *data_texcoordlightmap2f_vertexbuffer; + int data_texcoordlightmap2f_bufferoffset; + r_meshbuffer_t *data_lightmapcolor4f_vertexbuffer; + int data_lightmapcolor4f_bufferoffset; + r_meshbuffer_t *data_skeletalindex4ub_vertexbuffer; + int data_skeletalindex4ub_bufferoffset; + r_meshbuffer_t *data_skeletalweight4ub_vertexbuffer; + int data_skeletalweight4ub_bufferoffset; // morph blending, these are zero if model is skeletal or static int num_morphframes; struct md3vertex_s *data_morphmd3vertex; @@ -190,9 +174,6 @@ typedef struct surfmesh_s // set if there is some kind of animation on this model qboolean isanimated; - // vertex and index buffers for rendering - r_meshbuffer_t *vertexmesh_vertexbuffer; - // dynamic mesh building support (Mod_Mesh_*) int num_vertexhashsize; // always pow2 for simple masking int *data_vertexhash; // hash table - wrapping buffer for storing index of similar vertex with -1 as terminator @@ -210,44 +191,29 @@ shadowmeshvertexhash_t; typedef struct shadowmesh_s { - // next mesh in chain - struct shadowmesh_s *next; - // used for light mesh (NULL on shadow mesh) - rtexture_t *map_diffuse; - rtexture_t *map_specular; - rtexture_t *map_normal; - // buffer sizes - int numverts, maxverts; - int numtriangles, maxtriangles; - // used always + mempool_t *mempool; + + int numverts; + int maxverts; float *vertex3f; - // used for light mesh (NULL on shadow mesh) - float *svector3f; - float *tvector3f; - float *normal3f; - float *texcoord2f; - // used always + r_meshbuffer_t *vbo_vertexbuffer; + int vbooffset_vertex3f; + + int numtriangles; + int maxtriangles; int *element3i; r_meshbuffer_t *element3i_indexbuffer; int element3i_bufferoffset; unsigned short *element3s; r_meshbuffer_t *element3s_indexbuffer; int element3s_bufferoffset; - // vertex/index buffers for rendering - // (created by Mod_ShadowMesh_Finish if possible) - r_vertexmesh_t *vertexmesh; // usually NULL + // used for shadow mapping cubemap side partitioning int sideoffsets[6], sidetotals[6]; + // these are NULL after Mod_ShadowMesh_Finish is performed, only used // while building meshes shadowmeshvertexhash_t **vertexhashtable, *vertexhashentries; - r_meshbuffer_t *vbo_vertexbuffer; - int vbooffset_vertex3f; - int vbooffset_svector3f; - int vbooffset_tvector3f; - int vbooffset_normal3f; - int vbooffset_texcoord2f; - int vbooffset_vertexmesh; } shadowmesh_t; @@ -443,7 +409,7 @@ typedef enum dptransparentsort_category_e TRANSPARENTSORT_HUD, }dptransparentsortcategory_t; -typedef struct q3shaderinfo_s +typedef struct shader_s { char name[Q3PATHLENGTH]; #define Q3SHADERINFO_COMPARE_START surfaceparms @@ -503,7 +469,7 @@ typedef struct q3shaderinfo_s float rtlightambient; #define Q3SHADERINFO_COMPARE_END rtlightambient } -q3shaderinfo_t; +shader_t; typedef struct texture_shaderpass_s { @@ -519,32 +485,12 @@ typedef struct texture_shaderpass_s } texture_shaderpass_t; -typedef enum texturelayertype_e -{ - TEXTURELAYERTYPE_INVALID, - TEXTURELAYERTYPE_LITTEXTURE, - TEXTURELAYERTYPE_TEXTURE, - TEXTURELAYERTYPE_FOG -} -texturelayertype_t; - -typedef struct texturelayer_s -{ - texturelayertype_t type; - qboolean depthmask; - int blendfunc1; - int blendfunc2; - rtexture_t *texture; - matrix4x4_t texmatrix; - vec4_t color; -} -texturelayer_t; - typedef struct texture_s { - // q1bsp // name - //char name[16]; + char name[64]; + + // q1bsp // size unsigned int width, height; // SURF_ flags @@ -581,6 +527,12 @@ typedef struct texture_s void *update_lastrenderentity; // the current alpha of this texture (may be affected by r_wateralpha, also basealpha, and ent->alpha) float currentalpha; + // current value of blendfunc - one of: + // {GL_SRC_ALPHA, GL_ONE} + // {GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA} + // {customblendfunc[0], customblendfunc[1]} + // {GL_ONE, GL_ZERO} + int currentblendfunc[2]; // the current texture frame in animation struct texture_s *currentframe; // current texture transform matrix (used for water scrolling) @@ -621,7 +573,8 @@ typedef struct texture_s // MATERIALFLAG_MODELLIGHT uses these parameters float render_modellight_ambient[3]; float render_modellight_diffuse[3]; - float render_modellight_lightdir[3]; + float render_modellight_lightdir_world[3]; + float render_modellight_lightdir_local[3]; float render_modellight_specular[3]; // lightmap rendering (not MATERIALFLAG_MODELLIGHT) float render_lightmap_ambient[3]; @@ -638,11 +591,7 @@ typedef struct texture_s // from q3 shaders int customblendfunc[2]; - int currentnumlayers; - texturelayer_t currentlayers[16]; - // q3bsp - char name[64]; int surfaceflags; int supercontents; @@ -666,6 +615,7 @@ typedef struct texture_s vec4_t reflectcolor4f; // color tint of reflection (including alpha factor) float r_water_wateralpha; // additional wateralpha to apply when r_water is active float r_water_waterscroll[2]; // scale and speed + float refractive_index; // used by r_shadow_bouncegrid for bending photons for refracted light int camera_entity; // entity number for use by cameras // offsetmapping @@ -682,6 +632,11 @@ typedef struct texture_s // diffuse and ambient float rtlightambient; + + // used by Mod_Mesh_GetTexture for drawflag and materialflag overrides, to disambiguate the same texture with different hints + int mesh_drawflag; + int mesh_defaulttexflags; + int mesh_defaultmaterialflags; } texture_t; @@ -733,10 +688,6 @@ typedef struct msurface_s struct q3deffect_s *effect; // q3bsp // mesh information for collisions (only used by q3bsp curves) int num_firstcollisiontriangle; - int *deprecatedq3data_collisionelement3i; // q3bsp - float *deprecatedq3data_collisionvertex3f; // q3bsp - float *deprecatedq3data_collisionbbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles - float *deprecatedq3data_bbox6f; // collision optimization - contains combined bboxes of every data_collisionstride triangles // surfaces own ranges of vertices and triangles in the model->surfmesh int num_triangles; // number of triangles @@ -747,10 +698,6 @@ typedef struct msurface_s // mesh information for collisions (only used by q3bsp curves) int num_collisiontriangles; // q3bsp int num_collisionvertices; // q3bsp - int deprecatedq3num_collisionbboxstride; - int deprecatedq3num_bboxstride; - // FIXME: collisionmarkframe should be kept in a separate array - int deprecatedq3collisionmarkframe; // q3bsp // don't collide twice in one trace // used by Mod_Mesh_Finalize when building sortedmodelsurfaces qboolean included; @@ -929,12 +876,6 @@ typedef struct model_brushq1_s } model_brushq1_t; -typedef struct model_brushq2_s -{ - int dummy; // MSVC can't handle an empty struct -} -model_brushq2_t; - typedef struct model_brushq3_s { int num_models; @@ -965,7 +906,7 @@ typedef struct model_brushq3_s rtexture_t **data_lightmaps; rtexture_t **data_deluxemaps; - // voxel light data with directional shading + // voxel light data with directional shading - data for cpu sampling of it... int num_lightgrid; q3dlightgrid_t *data_lightgrid; // size of each cell (may vary by map, typically 64 64 128) @@ -978,6 +919,10 @@ typedef struct model_brushq3_s int num_lightgrid_isize[3]; // transform modelspace coordinates to lightgrid index matrix4x4_t num_lightgrid_indexfromworld; + // parameters for fragment shader to sample the texture version of it: + int lightgridtexturesize[3]; // 3 layers tall (ambient, lightcolor, lightdir) + matrix4x4_t lightgridworldtotexturematrix; + rtexture_t *lightgridtexture; // true if this q3bsp file has been detected as using deluxemapping // (lightmap texture pairs, every odd one is never directly refernced, @@ -1109,7 +1054,6 @@ typedef struct model_s model_sprite_t sprite; model_brush_t brush; model_brushq1_t brushq1; - model_brushq2_t brushq2; model_brushq3_t brushq3; // flags this model for offseting sounds to the model center (used by brush models) int soundfromcenter; @@ -1117,6 +1061,8 @@ typedef struct model_s // if set, the model contains light information (lightmap, or vertexlight) qboolean lit; float lightmapscale; + + qboolean nolerp; } dp_model_t; @@ -1125,11 +1071,33 @@ dp_model_t; // model loading extern dp_model_t *loadmodel; extern unsigned char *mod_base; + +typedef struct modloader_s +{ + const char *extension; + const char *header; + size_t headersize; // The header might not be NULL terminated + void (*Load)(dp_model_t *, void *, void *); +} modloader_t; + // sky/water subdivision //extern cvar_t gl_subdivide_size; // texture fullbrights extern cvar_t r_fullbrights; +extern cvar_t mod_noshader_default_offsetmapping; +extern cvar_t mod_q3shader_default_offsetmapping; +extern cvar_t mod_q3shader_default_offsetmapping_scale; +extern cvar_t mod_q3shader_default_offsetmapping_bias; +extern cvar_t mod_q3shader_default_polygonoffset; +extern cvar_t mod_q3shader_default_polygonfactor; +extern cvar_t mod_q3shader_default_refractive_index; +extern cvar_t mod_q3shader_force_addalpha; +extern cvar_t mod_q3shader_force_terrain_alphaflag; +extern cvar_t mod_q3bsp_lightgrid_texture; +extern cvar_t mod_q3bsp_lightgrid_world_surfaces; +extern cvar_t mod_q3bsp_lightgrid_bsp_surfaces; + void Mod_Init (void); void Mod_Reload (void); dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk); @@ -1156,17 +1124,19 @@ void Mod_MakeSortedSurfaces(dp_model_t *mod); // automatically called after model loader returns void Mod_BuildVBOs(void); -shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int expandable); -shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light); -void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, int numtris, const int *element3i); -shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int expandable); -shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean createvbo); +shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles); +int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, const float *vertex3f); +void Mod_ShadowMesh_AddMesh(shadowmesh_t *mesh, const float *vertex3f, int numtris, const int *element3i); +shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles); +shadowmesh_t *Mod_ShadowMesh_Finish(shadowmesh_t *firstmesh, qboolean createvbo); void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius); void Mod_ShadowMesh_Free(shadowmesh_t *mesh); +void Mod_CreateCollisionMesh(dp_model_t *mod); + void Mod_FreeQ3Shaders(void); void Mod_LoadQ3Shaders(void); -q3shaderinfo_t *Mod_LookupQ3Shader(const char *name); +shader_t *Mod_LookupQ3Shader(const char *name); qboolean Mod_LoadTextureFromQ3Shader(mempool_t *mempool, const char *modelname, texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags, int defaultmaterialflags); texture_shaderpass_t *Mod_CreateShaderPass(mempool_t *mempool, skinframe_t *skinframe); texture_shaderpass_t *Mod_CreateShaderPassFromQ3ShaderLayer(mempool_t *mempool, const char *modelname, q3shaderinfo_layer_t *layer, int layerindex, int texflags, const char *texturename); @@ -1234,25 +1204,26 @@ int Mod_Q2BSP_NativeContentsFromSuperContents(int supercontents); // a lot of model formats use the Q1BSP code, so here are the prototypes... struct entity_render_s; -void R_Q1BSP_DrawAddWaterPlanes(struct entity_render_s *ent); -void R_Q1BSP_DrawSky(struct entity_render_s *ent); -void R_Q1BSP_Draw(struct entity_render_s *ent); -void R_Q1BSP_DrawDepth(struct entity_render_s *ent); -void R_Q1BSP_DrawDebug(struct entity_render_s *ent); -void R_Q1BSP_DrawPrepass(struct entity_render_s *ent); -void R_Q1BSP_GetLightInfo(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs, int numfrustumplanes, const mplane_t *frustumplanes, qboolean noocclusion); -void R_Q1BSP_CompileShadowMap(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist); -void R_Q1BSP_DrawShadowMap(int side, struct entity_render_s *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const unsigned char *surfacesides, const vec3_t lightmins, const vec3_t lightmaxs); -void R_Q1BSP_DrawLight(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs); +void R_Mod_DrawAddWaterPlanes(struct entity_render_s *ent); +void R_Mod_DrawSky(struct entity_render_s *ent); +void R_Mod_Draw(struct entity_render_s *ent); +void R_Mod_DrawDepth(struct entity_render_s *ent); +void R_Mod_DrawDebug(struct entity_render_s *ent); +void R_Mod_DrawPrepass(struct entity_render_s *ent); +void R_Mod_GetLightInfo(struct entity_render_s *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs, int numfrustumplanes, const mplane_t *frustumplanes, qboolean noocclusion); +void R_Mod_CompileShadowMap(struct entity_render_s *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist); +void R_Mod_DrawShadowMap(int side, struct entity_render_s *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const unsigned char *surfacesides, const vec3_t lightmins, const vec3_t lightmaxs); +void R_Mod_DrawLight(struct entity_render_s *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs); // dynamic mesh building (every frame) for debugging and other uses void Mod_Mesh_Create(dp_model_t *mod, const char *name); void Mod_Mesh_Destroy(dp_model_t *mod); void Mod_Mesh_Reset(dp_model_t *mod); -texture_t *Mod_Mesh_GetTexture(dp_model_t *mod, const char *name, int defaultdrawflags, int defaulttexflags, int addmaterialflags); +texture_t *Mod_Mesh_GetTexture(dp_model_t *mod, const char *name, int defaultdrawflags, int defaulttexflags, int defaultmaterialflags); msurface_t *Mod_Mesh_AddSurface(dp_model_t *mod, texture_t *tex, qboolean batchwithprevioussurface); int Mod_Mesh_IndexForVertex(dp_model_t *mod, msurface_t *surf, float x, float y, float z, float nx, float ny, float nz, float s, float t, float u, float v, float r, float g, float b, float a); void Mod_Mesh_AddTriangle(dp_model_t *mod, msurface_t *surf, int e0, int e1, int e2); +void Mod_Mesh_Validate(dp_model_t *mod); void Mod_Mesh_Finalize(dp_model_t *mod); // Collision optimization using Bounding Interval Hierarchy @@ -1280,6 +1251,9 @@ void Mod_Skeletal_FreeBuffers(void); void Mod_SpriteInit(void); // loaders +void Mod_2PSB_Load(dp_model_t *mod, void *buffer, void *bufferend); +void Mod_BSP2_Load(dp_model_t *mod, void *buffer, void *bufferend); +void Mod_HLBSP_Load(dp_model_t *mod, void *buffer, void *bufferend); void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend); void Mod_IBSP_Load(dp_model_t *mod, void *buffer, void *bufferend); void Mod_MAP_Load(dp_model_t *mod, void *buffer, void *bufferend);